Time for a Change: College Students' Preference for Technology-Mediated Versus Face-to-Face Help for Emotional Distress

Telemed J E Health. 2016 Dec;22(12):991-1000. doi: 10.1089/tmj.2015.0214. Epub 2016 May 25.

Abstract

Background: Even with recent advances in psychological treatments and mobile technology, online computerized therapy is not yet popular. College students, with ubiquitous access to technology, experiencing high distress, and often nontreatment seekers, could be an important area for online treatment dissemination. Finding ways to reach out to college students by offering psychological interventions through technology, devices, and applications they often use, might increase their engagement in treatment.

Introduction: This study evaluates college students' reported willingness to seek help for emotional distress through novel delivery mediums, to play computer games for learning emotional coping skills, and to disclose personal information online. We also evaluated the role of ethnicity and level of emotional distress in help-seeking patterns.

Methods: A survey exploring our domains of interest and the Mental Health Inventory ([MHI] as mental health index) were completed by 572 students (mean age 18.7 years, predominantly Asian American, female, and freshmen in college).

Results: More participants expressed preference for online versus face-to-face professional help. We found no relationship between MHI and help-seeking preference. A third of participants were likely to disclose at least as much information online as face-to-face. Ownership of mobile technology was pervasive. Asian Americans were more likely to be nontreatment seekers than Caucasians. Most participants were interested in serious games for emotional distress.

Discussion: Our results suggest that college students are very open to creative ways of receiving emotional help such as playing games and seeking emotional help online, suggesting a need for online evidence-based treatments.

Keywords: behavioral health; education; m-health; technology.

MeSH terms

  • Adolescent
  • Female
  • Humans
  • Internet*
  • Male
  • Mental Health
  • Patient Acceptance of Health Care / psychology*
  • Severity of Illness Index
  • Smartphone / statistics & numerical data
  • Socioeconomic Factors
  • Stress, Psychological / therapy*
  • Students / psychology*
  • Telemedicine / statistics & numerical data*
  • Universities
  • Video Games
  • Young Adult